import { connect } from 'dva';
import * as THREE from 'three'
import { useEffect, useRef } from 'react';
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js'
import { GUI } from 'three/examples/jsm/libs/lil-gui.module.min.js'
import * as TWEEN from 'three/examples/jsm/libs/tween.module.js'

 const TweenPage = (props) => {
   const sceneRef = useRef(null)
   const cameraRef = useRef(null)
   const rendererRef = useRef(null)
   const guiRef = useRef(null)
   const width = 1000; //宽度
   const height = 800; //高度
   useEffect(()=>{
    init()
    return ()=>{
      sceneRef.current = null
    }
   }, [])
   const init = () => {
      // 0.添加GUI
      const eventObj = {
        Fullscreen: function(){
         document.body.requestFullscreen()
        },
        Exitscreen: () => {
          document.exitFullscreen()
        }
      }
      guiRef.current = new GUI()
      guiRef.current.add(eventObj, "Fullscreen").name('全屏')
      guiRef.current.add(eventObj, "Exitscreen").name('退出全屏')

      // 1.创建3D场景对象Scene
      sceneRef.current = new THREE.Scene();

      // 4.创建几何体、模型
      setGeometry()

      // 2. 定义虚拟相机部分
      setCamera()

      // 5. 坐标辅助器
      const axesHelper = new THREE.AxesHelper(500)
      sceneRef.current.add(axesHelper)

      // 3.渲染器
      setRenderer()
      // 设置个全局背景
      sceneRef.current.background = new THREE.Color(0xcccccc)

      // 全屏 rendererRef.current.domElement.requestFullscreen()
      window.addEventListener("resize",()=>{
        rendererRef.current.setSize(window.innerWidth,window.innerHeight);
        cameraRef.current.aspect = window.innerWidth/window.innerHeight;
        cameraRef.current.updateProjectionMatrix()
      })

   }

   // 创建相机
   const setCamera = () => {
      // width和height用来设置Three.js输出的Canvas画布尺寸(像素px)
      cameraRef.current = new THREE.PerspectiveCamera(30, width / height, 1, 3000);
      // 实例化一个透视投影相机对象
      // 根据需要设置相机位置具体值
      cameraRef.current.position.set(25, 25, 25);
      cameraRef.current.lookAt(0,5,0);//指向mesh对应的位置
   }
   // 创建几何体、模型
   const setGeometry = () => {
     // 画球
     getSphereGeometry()
   }
   // 创建渲染器
   const setRenderer = () => {
      // 创建渲染器对象
      rendererRef.current = new THREE.WebGLRenderer();
      rendererRef.current.setSize(width, height); //设置three.js渲染区域的尺寸(像素px)
      rendererRef.current.render(sceneRef.current, cameraRef.current); //执行渲染操作
      document.getElementById('webgl').appendChild(rendererRef.current.domElement);
      // 6. 轨道控制器
      const controls = new OrbitControls(cameraRef.current, rendererRef.current.domElement)

      function animate(){
        requestAnimationFrame(animate)
        controls.update() 
        // mesh.rotation.x += 0.01;
        // mesh.rotation.y += 0.01;
        rendererRef.current.render(sceneRef.current, cameraRef.current)
        TWEEN.update();
      }
      animate()
   }
  // 球
   const getSphereGeometry = () => {
    const sphere1 = new THREE.Mesh(
         new THREE.SphereGeometry(1,32,32),
         new THREE.MeshBasicMaterial({color: 0x00ff00})
    )
    sphere1.position.set(-3, 2, 1)
    sceneRef.current.add(sphere1);
    // 传入球的位置
    const tween = new TWEEN.Tween(sphere1.position)
    // 去到哪个位置
    tween.to({ x: 4, y: 3}, 1500).onUpdate(()=>{
        console.log(sphere1.position.x)
    })
    // 循环无数次
    // tween.repeat(Infinity)
    // // 循环往复
    // tween.yoyo(true)
    // 每次动画延迟多久 ms
    tween.delay(300)
    // 默认匀速运动，设置加速过程，看API
    tween.easing(TWEEN.Easing.Quadratic.InOut)

    // 2个动画连接起来
    const tween2 = new TWEEN.Tween(sphere1.position)
    // 去到哪个位置
    tween2.to({ x: 4, y: 5}, 1500)
    tween.chain(tween2)
    tween2.chain(tween)
    // 启动
    tween.start();
   }

  return (
    <div>
      <h1 style={{margin: '10px 0'}}>Tween补间动画</h1>
      <div id="webgl" style={{marginTop: 10,marginLeft: 10}}></div>
    </div>
  );
}
export default connect(({common})=>({
  userInfo: common.userInfo,
}))(TweenPage)